我正在尝试使用GLSL渲染带有Phong着色的三角形网格,这是我指定法线的方法。
void renderWireframe(Mesh *mesh)
{
glDepthMask(GL_TRUE);
glBegin(GL_TRIANGLES);
for(int i=0; i<mesh->nt; i++) { //nv is the mesh's number of triangles
int i0 = mesh->triangles[i].vInds[0];
int i1 = mesh->triangles[i].vInds[1];
int i2 = mesh->triangles[i].vInds[2];
//Calculate normals for each vertex
Vector fv0 = getvertexnormal(mesh, i0);
Vector fv1 = getvertexnormal(mesh, i1);
Vector fv2 = getvertexnormal(mesh, i2);
glNormal3dv((double *)&fv0);
glVertex3dv((double *)&mesh->vertices[i0]);
glNormal3dv((double *)&fv1);
glVertex3dv((double *)&mesh->vertices[i1]);
glNormal3dv((double *)&fv2);
glVertex3dv((double *)&mesh->vertices[i2]);
}
glEnd();
}
getvertexnormal代码如下所示:
Vector getvertexnormal(Mesh *mesh, int vertex){
int i = mesh->nt; //nt is the mesh's number of triangles
int *adjface;
adjface = new int[i]; //array to store adjacent faces
//Store each triangle which has an intersection with the vertex'th vertex
int nadjface = 0;
Triangle *t = mesh->triangles;
for (int ix = 0; ix < mesh->nt; ix++){
if(t[ix].vInds[0] == vertex){
adjface[nadjface++] = ix;
}
else
if (t[ix].vInds[1] == vertex)
adjface[nadjface++] = ix;
else
if (t[ix].vInds[2] == vertex)
adjface[nadjface++] = ix;
}
// Average all adjacent triangles normals to get the vertex normal
Vector norm = {0.0, 0.0, 0.0};
for (int jx = 0; jx < nadjface; jx++){
int ixFace = adjface[jx];
norm.x += mesh->triangles[ixFace].vInds[0];
norm.y += mesh->triangles[ixFace].vInds[1];
norm.z += mesh->triangles[ixFace].vInds[2];
}
norm.x /= nadjface;
norm.y /= nadjface;
norm.z /= nadjface;
return Normalize(norm);
}
每次我运行这个程序时,它看起来都像是开始渲染,然后在一秒钟后崩溃,并给我一个异常:
"glutglsl.exe中0x7562B727处的未处理异常:内存位置0x0028F1C8处的Microsoft C++异常:std::bad_alloc。"
如果我注释掉getvertexnomral()部分,改为
glNormal3dv((double *)&fv0);
glVertex3dv((double *)&mesh->vertices[i0]);
glNormal3dv((double *)&fv1);
glVertex3dv((double *)&mesh->vertices[i1]);
glNormal3dv((double *)&fv2);
glVertex3dv((double *)&mesh->vertices[i2]);
我写
glNormal3dv((double *)&Normalize(mesh->vertices[i0]));
glVertex3dv((double *)&mesh->vertices[i2]);
glNormal3dv((double *)&Normalize(mesh->vertices[i1]));
glVertex3dv((double *)&mesh->vertices[i1]);
glNormal3dv((double *)&Normalize(mesh->vertices[i2]));
glVertex3dv((double *)&mesh->vertices[i2]);
但是它看起来不对(https://i.stack.imgur.com/eJthY.jpg)
所以我认为getvertexnormal()有问题。
顺便说一句,我在这方面完全是个新手。我的碎片着色器(GLSL)中有我所有的phong计算。要在大三角形网格上实现phong着色,这是正确的方法吗?
您的问题是内存泄漏。
您正在分配内存
adjface = new int[i];
但你永远不会删除它。new
返回的值存储在一个局部变量中,不会复制到任何地方,也不会从函数中返回。因此,内存泄漏会导致内存耗尽和分配错误,因此new
会抛出std::bad_alloc
。
这是C++。不要使用数组;请改用std::vector
。或者delete[]
。
但我认为你并不真的需要一个数组:
Vector getvertexnormal(Mesh *mesh, int vertex) {
int nadjface = 0;
Triangle *t = mesh->triangles;
Triangle *last = t + (mesh->nt - 1);
Vector norm = {0.0, 0.0, 0.0};
for (; t <= last; t++) {
for (int i = 0; i < 3; i++) {
if (t->vInds[i] == vertex) {
nadjface++;
norm.x += t->vInds[0];
norm.y += t->vInds[1];
norm.z += t->vInds[2];
break;
}
}
}
return Normalize(norm / nadjface);
}
如果我没有错的话,你可以简单地做
norm += t->vInds;
或者像那样的家庭。它可以使代码更短、更可读,甚至可能更快。